#pragma strict /*var minFov: float = 15f; var maxFov: float = 90f; var sensitivity: float = 10f; var cameramain : Transform; var lastMousePosition : Vector3; function Zooming(){ var fov: float = Camera.main.fieldOfView; fov += Input.GetAxis("Mouse ScrollWheel") * sensitivity; fov = Mathf.Clamp(fov, minFov, maxFov); Camera.main.fieldOfView = fov; } function Update () { Zooming(); } */ var target : Transform; var distance = 4.5; var xSpeed = 250.0; var ySpeed = 120.0; var yMinLimit = -20; var yMaxLimit = 80; var zoomRate = 20; private var x = 0.0; private var y = 0.0; private var startPosition : Vector3; @script AddComponentMenu("Camera-Control/Mouse Orbit") function Start () { var angles = transform.eulerAngles; x = angles.y; y = angles.x; startPosition = transform.position; if (rigidbody) rigidbody.freezeRotation = true; } function LateUpdate () { if (target) { if (Input.GetMouseButton(1)) { x += Input.GetAxis("Mouse X") * xSpeed * 0.02; y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02; var test = 0; test = y; } distance += -(Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime) * zoomRate * Mathf.Abs(distance); if (distance < 2.5) { distance = 2.5; } if (distance > 10) { distance = 10; } y = ClampAngle(y, yMinLimit, yMaxLimit); if( y == yMinLimit && test == yMinLimit) { // This is to allow the camera to slide across the bottom if the player is too low in the y distance += -(Input.GetAxis("Mouse Y") * Time.deltaTime) * 10 * Mathf.Abs(distance); } var rotation = Quaternion.Euler(y, x, 0); var position = rotation * Vector3(0.0, 2.0, -distance) + target.position; transform.rotation = rotation; transform.position = position; } if (Input.GetMouseButtonUp(1)) { transform.position = startPosition; } } static function ClampAngle (angle : float, min : float, max : float) { if (angle < -360) angle += 360; if (angle > 360) angle -= 360; return Mathf.Clamp (angle, min, max); }